HURL is actually capable of giving an OF boost larger than lunge :/ There is a little randomness to it, and losing the balance OF modifier does hurt a bit. But not 100 ranks worth.
What are you hunting?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
ABSOLON
Re: Why is thrown so inaccurate?
01/06/2015 11:53 AM CST
Chiurgia is likely a factor here, since at 600 ranks it would result in 720 effective ranks in small edged given Necromancer SoI and the likely magic ranks.
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SHADOWCHIEF3
Re: Why is thrown so inaccurate?
01/06/2015 01:49 PM CST
I was taking into account the SE boost from Chirurgia. Hunt Juvenile wyverns, with a base skill of around 560 SE. I figured maybe 70 rank boost from CHIR, maybe I could be off a little, not sure how kind of skill boost a meta spell usually grants. I've got right around 700 LT and the biggest spot I notice the LT lacking is in PVP however.
I went out of my way and got another halarun throwing axe with a perma bonding potion that has alleiviated the problem a bit, still seems a bit wacky but i'm thinking it might have to do with melee combat and the defensive penalty after taking action, and attacking back in that time frame. Using LT however the person usually is not attacking back and taking defensive hits, and most people i've fought recently had balance boosting abilities which must help alot when I don't have any of my own.
Basically I just got frustrated after multiple fights of LT wiffing pretty much every time I used it, while SE seemed to work suitably in comparison with a bit less ranks.
I went out of my way and got another halarun throwing axe with a perma bonding potion that has alleiviated the problem a bit, still seems a bit wacky but i'm thinking it might have to do with melee combat and the defensive penalty after taking action, and attacking back in that time frame. Using LT however the person usually is not attacking back and taking defensive hits, and most people i've fought recently had balance boosting abilities which must help alot when I don't have any of my own.
Basically I just got frustrated after multiple fights of LT wiffing pretty much every time I used it, while SE seemed to work suitably in comparison with a bit less ranks.
2DUMBARSE
Re: Why is thrown so inaccurate?
01/06/2015 03:50 PM CST
>Chiurgia is likely a factor here, since at 600 ranks it would result in 720 effective ranks in small edged given Necromancer SoI and the likely magic ranks.
Not having buffs to a particular weapon sucks for every unbuffed weapon but, yeah, it does suck for thrown; more than other weapons even.
Throw is significantly less accurate than most melee weapon attacks at similar balance and position. Gouging helps with balance and position, but not enough to keep up. The weave debuff helps a lot, but the RT kinda stinks. Hurl feels about as accurate as slice, slice, slice at similar balance and position; maybe a little less. Hurl certainly feels more damaging.
Oh noes... I smell a long log incoming.
Heavy Thrown: 857 (no buffs)
A haralun duraka skefne is a heavy thrown and pike melee-ranged weapon.
A haralun duraka skefne trains the heavy thrown and polearm skills.
You are certain that it could do:
very severe (14/26) puncture damage
fair (5/26) slice damage
moderate (7/26) impact damage
no fire damage
no cold damage
no electric damage
The duraka skefne is inadequately designed for improving the force of your attacks.
You are certain that the skefne is fairly (5/14) balanced and is well (9/14) suited to gaining extra attack power from your strength.
Twohanded Edged: 875 (no buffs)
A kertig bastard sword is a two-handed edged melee-ranged weapon.
A kertig bastard sword trains the two-handed edged skill.
You are certain that it could do:
low (3/26) puncture damage
very extreme (16/26) slice damage
heavy (9/26) impact damage
no fire damage
no cold damage
no electric damage
The bastard sword is fairly designed for improving the force of your attacks.
You are certain that the sword is fairly (5/14) balanced and is soundly (8/14) suited to gaining extra attack power from your strength.
THROW (with a bit of gouging for balance/position):
throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in superior position.]
[Roundtime 3 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in superior position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
< Weakly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R> get skef
> throw
>
You pick up a haralun duraka skefne.
>
< Moving poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> get skef
You are already holding that.
> throw
< Attacking poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Moving poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in superior position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< Moving with great skill, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a light (2/23) hit to the wyvern's chest.
The duraka skefne falls to the ground!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Strongly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to dodge.
The skefne lands a good (4/23) strike to the wyvern's right arm.
The duraka skefne falls to the ground!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< Trying poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in good position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Moving well, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a light (2/23) hit to the wyvern's left arm.
The duraka skefne falls to the ground!
[You're winded, solidly balanced and in strong position.]
[Roundtime 4 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
< With strength, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a good (4/23) hit to the wyvern's left hand.
The duraka skefne falls to the ground!
[You're winded, solidly balanced and in good position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in good position.]
[Roundtime 4 sec.]
R>
Your duraka skefne leaps back into your right hand!
> gouge
< Attacking weakly, you gouge your fingers at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 1 sec.]
>
> gouge
< Trying weakly, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 1 sec.]
R> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 4 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< Skillfully, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to dodge.
The skefne lands a good (4/23) strike to the wyvern's right arm.
The duraka skefne falls to the ground!
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 3 sec.]
R> get skef
throw
You pick up a haralun duraka skefne.
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
2HE, SLICE ONLY:
> wield b sw
You draw out your bastard sword from the heavy backpack, gripping it firmly in your right hand and balancing with your left.
> swap my swo
>
You turn your sword easily in your hands and end with it in position to be used as a heavy edged weapon.
> swap my swo
You turn your sword easily in your hands and end with it in position to be used as a two-handed edged weapon.
> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a light (2/23) hit to the wyvern's abdomen.
[You're winded, adeptly balanced and in very strong position.]
[Roundtime 4 sec.]
R>
You feel fully rested.
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
* Apparently without direction or thought, an adult wyvern lunges foward and snaps its fangs at you. You partially block with a triple-reinforced vardite pavise shield.
[You're winded, nimbly balanced and in superior position.]
R>
R> slice
>
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, stepping aside in the nick of time.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely leaning out of harm's reach.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's chest.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
< Moving well, you slice a kertig bastard sword at an adult wyvern fighting through a cramped wrist. An adult wyvern fails to evade.
The sword lands a light (2/23) hit to the wyvern's neck.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's right leg.
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
R>
R> slice
< Moving with grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's right leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
> slice
< With great skill, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a good (4/23) hit to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
>
< Moving with deft grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a good (4/23) strike to the wyvern's left arm.
[You're winded, nimbly balanced and overwhelming opponent.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely twisting out of a tight spot.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< With skill, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a light (2/23) hit to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< Skillfully, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a good (4/23) strike to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
> slice
< Moving with deft grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a good (4/23) hit to the wyvern's head.
[You're winded, adeptly balanced and overwhelming opponent.]
[Roundtime 4 sec.]
R>
HURL:
R> hurl
< Moving with deft grace, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a solid (5/23) hit to the wyvern's abdomen.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
< Attacking well, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a good (4/23) strike to the wyvern's left leg.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 6 sec.]
R> hurl
>
< With strength, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a good (4/23) strike to the wyvern's chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Trying poorly, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 6 sec.]
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced with no advantage.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> gouge
< Trying inexpertly, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
[You're bruised, winded, nimbly balanced and have slight advantage.]
[Roundtime 1 sec.]
R> gouge
< With inexpert timing, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely stepping to one side.
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 1 sec.]
R>
> gouge
< Moving inexpertly, you gouge your fingers at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 1 sec.]
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
>
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in good position.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
>
< Moving well, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a light (2/23) hit to the wyvern's chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and have slight advantage.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced and have slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Moving with great skill, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a light (2/23) hit to the wyvern's right leg.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Attacking forcefully, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a solid (5/23) hit that barely pierces the skin to nick the chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, solidly balanced and have slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Moving poorly, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
Not having buffs to a particular weapon sucks for every unbuffed weapon but, yeah, it does suck for thrown; more than other weapons even.
Throw is significantly less accurate than most melee weapon attacks at similar balance and position. Gouging helps with balance and position, but not enough to keep up. The weave debuff helps a lot, but the RT kinda stinks. Hurl feels about as accurate as slice, slice, slice at similar balance and position; maybe a little less. Hurl certainly feels more damaging.
Oh noes... I smell a long log incoming.
Heavy Thrown: 857 (no buffs)
A haralun duraka skefne is a heavy thrown and pike melee-ranged weapon.
A haralun duraka skefne trains the heavy thrown and polearm skills.
You are certain that it could do:
very severe (14/26) puncture damage
fair (5/26) slice damage
moderate (7/26) impact damage
no fire damage
no cold damage
no electric damage
The duraka skefne is inadequately designed for improving the force of your attacks.
You are certain that the skefne is fairly (5/14) balanced and is well (9/14) suited to gaining extra attack power from your strength.
Twohanded Edged: 875 (no buffs)
A kertig bastard sword is a two-handed edged melee-ranged weapon.
A kertig bastard sword trains the two-handed edged skill.
You are certain that it could do:
low (3/26) puncture damage
very extreme (16/26) slice damage
heavy (9/26) impact damage
no fire damage
no cold damage
no electric damage
The bastard sword is fairly designed for improving the force of your attacks.
You are certain that the sword is fairly (5/14) balanced and is soundly (8/14) suited to gaining extra attack power from your strength.
THROW (with a bit of gouging for balance/position):
throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in superior position.]
[Roundtime 3 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in superior position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
< Weakly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R> get skef
> throw
>
You pick up a haralun duraka skefne.
>
< Moving poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> get skef
You are already holding that.
> throw
< Attacking poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Moving poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in superior position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< Moving with great skill, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a light (2/23) hit to the wyvern's chest.
The duraka skefne falls to the ground!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
> get skef
You pick up a haralun duraka skefne.
> throw
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Strongly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to dodge.
The skefne lands a good (4/23) strike to the wyvern's right arm.
The duraka skefne falls to the ground!
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< Trying poorly, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in good position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in strong position.]
[Roundtime 3 sec.]
R>
Your duraka skefne leaps back into your right hand!
> throw
< Moving well, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a light (2/23) hit to the wyvern's left arm.
The duraka skefne falls to the ground!
[You're winded, solidly balanced and in strong position.]
[Roundtime 4 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
< With strength, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a good (4/23) hit to the wyvern's left hand.
The duraka skefne falls to the ground!
[You're winded, solidly balanced and in good position.]
[Roundtime 3 sec.]
R> get skef
You pick up a haralun duraka skefne.
> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced and in good position.]
[Roundtime 4 sec.]
R>
Your duraka skefne leaps back into your right hand!
> gouge
< Attacking weakly, you gouge your fingers at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 1 sec.]
>
> gouge
< Trying weakly, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 1 sec.]
R> throw
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 4 sec.]
Your duraka skefne leaps back into your right hand!
> throw
< Skillfully, you throw a haralun duraka skefne at an adult wyvern. An adult wyvern fails to dodge.
The skefne lands a good (4/23) strike to the wyvern's right arm.
The duraka skefne falls to the ground!
[You're winded, adeptly balanced and in dominating position.]
[Roundtime 3 sec.]
R> get skef
throw
You pick up a haralun duraka skefne.
>
< You throw a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
2HE, SLICE ONLY:
> wield b sw
You draw out your bastard sword from the heavy backpack, gripping it firmly in your right hand and balancing with your left.
> swap my swo
>
You turn your sword easily in your hands and end with it in position to be used as a heavy edged weapon.
> swap my swo
You turn your sword easily in your hands and end with it in position to be used as a two-handed edged weapon.
> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a light (2/23) hit to the wyvern's abdomen.
[You're winded, adeptly balanced and in very strong position.]
[Roundtime 4 sec.]
R>
You feel fully rested.
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
* Apparently without direction or thought, an adult wyvern lunges foward and snaps its fangs at you. You partially block with a triple-reinforced vardite pavise shield.
[You're winded, nimbly balanced and in superior position.]
R>
R> slice
>
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, stepping aside in the nick of time.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely leaning out of harm's reach.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's chest.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R>
< Moving well, you slice a kertig bastard sword at an adult wyvern fighting through a cramped wrist. An adult wyvern fails to evade.
The sword lands a light (2/23) hit to the wyvern's neck.
[You're winded, nimbly balanced and in good position.]
[Roundtime 4 sec.]
R> slice
< Moving well, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's right leg.
[You're winded, nimbly balanced and in strong position.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
[You're winded, nimbly balanced and in very strong position.]
[Roundtime 4 sec.]
R>
R> slice
< Moving with grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a light (2/23) hit to the wyvern's right leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
> slice
< With great skill, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a good (4/23) hit to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
>
< Moving with deft grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a good (4/23) strike to the wyvern's left arm.
[You're winded, nimbly balanced and overwhelming opponent.]
[Roundtime 4 sec.]
R>
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern dodges, barely twisting out of a tight spot.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< With skill, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a light (2/23) hit to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< Skillfully, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to evade.
The sword lands a good (4/23) strike to the wyvern's left leg.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
R>
R> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
> slice
< You slice a kertig bastard sword at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
[You're winded, nimbly balanced and in dominating position.]
[Roundtime 4 sec.]
> slice
< Moving with deft grace, you slice a kertig bastard sword at an adult wyvern. An adult wyvern attempts to dodge.
The sword lands a good (4/23) hit to the wyvern's head.
[You're winded, adeptly balanced and overwhelming opponent.]
[Roundtime 4 sec.]
R>
HURL:
R> hurl
< Moving with deft grace, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a solid (5/23) hit to the wyvern's abdomen.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
< Attacking well, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a good (4/23) strike to the wyvern's left leg.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in very strong position.]
[Roundtime 6 sec.]
R> hurl
>
< With strength, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a good (4/23) strike to the wyvern's chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely stepping to one side.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Trying poorly, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely leaning out of harm's reach.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're winded, nimbly balanced and opponent has slight advantage.]
[Roundtime 6 sec.]
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, barely managing to get out of the way.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced with no advantage.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> gouge
< Trying inexpertly, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
[You're bruised, winded, nimbly balanced and have slight advantage.]
[Roundtime 1 sec.]
R> gouge
< With inexpert timing, you gouge your fingers at an adult wyvern. An adult wyvern evades, barely stepping to one side.
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 1 sec.]
R>
> gouge
< Moving inexpertly, you gouge your fingers at an adult wyvern. An adult wyvern evades, leaning to one side with no room to spare.
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 1 sec.]
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
>
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of harm's reach.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in good position.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
> hurl
>
< Moving well, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to dodge.
The skefne lands a light (2/23) hit to the wyvern's chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, ducking in the nick of time.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and in better position.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern dodges, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're bruised, winded, nimbly balanced and have slight advantage.]
[Roundtime 6 sec.]
Your duraka skefne leaps back into your right hand!
R> hurl
< You hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, barely twisting out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced and have slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Moving with great skill, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern fails to evade.
The skefne lands a light (2/23) hit to the wyvern's right leg.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Attacking forcefully, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern attempts to evade.
The skefne lands a solid (5/23) hit that barely pierces the skin to nick the chest.
The duraka skefne lodges itself shallowly into the adult wyvern!
[You're winded, solidly balanced and have slight advantage.]
[Roundtime 5 sec.]
R>
Your duraka skefne leaps back into your right hand!
R> hurl
< Moving poorly, you hurl a haralun duraka skefne at an adult wyvern. An adult wyvern evades, just managing to get out of a tight spot.
The duraka skefne lands nearby!
[You're winded, solidly balanced with no advantage.]
[Roundtime 6 sec.]
ABSOLON
Re: Why is thrown so inaccurate?
01/06/2015 06:15 PM CST
<<not sure how kind of skill boost a meta spell usually grants.
Same as any spell. Up to 20% or 15% depending on SoI. Small Edged is in your sphere, so as long as you're casting at cap you will have around a 112 rank boost putting you around 672 ranks.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
Same as any spell. Up to 20% or 15% depending on SoI. Small Edged is in your sphere, so as long as you're casting at cap you will have around a 112 rank boost putting you around 672 ranks.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
2DUMBARSE
Re: Why is thrown so inaccurate?
01/07/2015 08:27 AM CST
Try weave, man. (Assuming you haven't already.) It's 4 RT, but I'm sure it'll allow you to connect on a few throws (LT); at least a couple (HT).
DRSCOTT
Re: Why is thrown so inaccurate?
01/07/2015 11:11 AM CST
I only seem to have issues connecting at the beginning of combat. One I manage to gain position on an opponent, I rarely miss. I find that disablers are key to getting the most out of thrown. Granted, I use decently balanced thrown weapons and I overtrain agility.
If thrown had the first strike accuraccy of melee combat, what would be the point of melee? (Reminds me of my brief experience in Gemstone where there were "ranged" weapons but no such thing as advancing or missile range.)
If thrown had the first strike accuraccy of melee combat, what would be the point of melee? (Reminds me of my brief experience in Gemstone where there were "ranged" weapons but no such thing as advancing or missile range.)
DR-KODIUS
Re: Why is thrown so inaccurate?
01/07/2015 09:18 PM CST
Thrown IS tricky to balance because of the lack of aim time. If we gave it an accuracy boost, why would you ever not use thrown? And prior to the accuracy reduction people were using it exclusively in PvP. Melee was even more useless..
I'd considered giving some range modifiers as follows:
HT
Missile - penalty
Pole - bonus
Melee - penalty
LT
Missile - penalty
Pole - bonus
Melee - neutral
Not sure that would really change much, as folks don't stay at pole range in combat. More realistic perhaps, but not a buff to gameplay.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
I'd considered giving some range modifiers as follows:
HT
Missile - penalty
Pole - bonus
Melee - penalty
LT
Missile - penalty
Pole - bonus
Melee - neutral
Not sure that would really change much, as folks don't stay at pole range in combat. More realistic perhaps, but not a buff to gameplay.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
SHADOW7988
Re: Why is thrown so inaccurate?
01/07/2015 10:52 PM CST
I like Kodius suggestions, and I'd love to see Pole as more of a thing for the future.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
LENNONJON
Re: Why is thrown so inaccurate?
01/08/2015 08:06 AM CST
This would only be viable if there were some way to stay at pole range without incurring a stacking offensive and stamina-regen penalty through retreating. Being polearm main for my weapon, this has always bothered me (not to mention that it makes no sense that I need to stand at melee to get the best offense out of both pole-ranged and missile-ranged weapons). This proposal means that to make thrown weapons more accurate we will be forced to retreat to pole range with every few throws, thus penalizing our offense and stamina-regen.
--Just a Squire
--Just a Squire
CLEARLEAF
Re: Why is thrown so inaccurate?
01/08/2015 09:27 AM CST
>...we will be forced to retreat to pole range with every few throws, thus penalizing our offense and stamina-regen.
You could use Shove. There's some other spells/abilities out there that push the target out of melee.
You could use Shove. There's some other spells/abilities out there that push the target out of melee.
2DUMBARSE
Re: Why is thrown so inaccurate?
01/08/2015 11:06 AM CST
>If we gave it an accuracy boost, why would you ever not use thrown? And prior to the accuracy reduction people were using it exclusively in PvP. Melee was even more useless..
The only real annoying things with thrown in 3.0 were throw + invoke bond with certain very powerful weapons and that people could do melee level damage at range without aiming. The invoke bond RT fixed the former and throw's relative inaccuracy seems to be the answer for the latter.
I still think an accuracy bonus to thrown at melee and pole range (like the one multi-hit TM gets) would be really cool and it won't make melee weapons obsolete since melee weapons still build balance/position, offer tactical maneuvers, have more damage potential, potentially lower effective RT, more attack options, etc. Not talking about a huge bonus or anything; maybe slice level accuracy at melee. People will still need to build balance and use disablers if they want to throw efficiently, which requires melee attacks or tactics (read:RT).
On a similar note, hurl is a great idea but it doesn't feel as great as it should be for the penalties it gets (RT + guaranteed lodging). Most people I've talked to either lob if they can hit or throw if they can't.
Oh, completely forgot... Wish you all a happy and prosperous new year.
The only real annoying things with thrown in 3.0 were throw + invoke bond with certain very powerful weapons and that people could do melee level damage at range without aiming. The invoke bond RT fixed the former and throw's relative inaccuracy seems to be the answer for the latter.
I still think an accuracy bonus to thrown at melee and pole range (like the one multi-hit TM gets) would be really cool and it won't make melee weapons obsolete since melee weapons still build balance/position, offer tactical maneuvers, have more damage potential, potentially lower effective RT, more attack options, etc. Not talking about a huge bonus or anything; maybe slice level accuracy at melee. People will still need to build balance and use disablers if they want to throw efficiently, which requires melee attacks or tactics (read:RT).
On a similar note, hurl is a great idea but it doesn't feel as great as it should be for the penalties it gets (RT + guaranteed lodging). Most people I've talked to either lob if they can hit or throw if they can't.
Oh, completely forgot... Wish you all a happy and prosperous new year.
SHADOW7988
Re: Why is thrown so inaccurate?
01/08/2015 05:59 PM CST
My idea, instead of or more actually also besides shove.
Can their be a distance verb, and with this move its a tactical move, that also uses your weapon skill (and possibly the weapons length), to create distance with your opponent, low on fatiguing, doesn't give much balance if any to you (but isn't negative), and doesn't give much if any position to you (but isn't negative). Very low on RT, maybe even none (because its like Retreat only to maneuver you to Pole-arm range).
Also can be used on multiple opponents.
Part of me would argue because its basically non-problematic for a person to advance through pole-range even against an opponent armed with a pole-range weapon, that it should be both balancing and positioning maneuver.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Can their be a distance verb, and with this move its a tactical move, that also uses your weapon skill (and possibly the weapons length), to create distance with your opponent, low on fatiguing, doesn't give much balance if any to you (but isn't negative), and doesn't give much if any position to you (but isn't negative). Very low on RT, maybe even none (because its like Retreat only to maneuver you to Pole-arm range).
Also can be used on multiple opponents.
Part of me would argue because its basically non-problematic for a person to advance through pole-range even against an opponent armed with a pole-range weapon, that it should be both balancing and positioning maneuver.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
DISCOTEQ21
Re: Why is thrown so inaccurate?
01/08/2015 10:41 PM CST
It's too hard to realistically stay at pole in a pvp situation this would make thrown pvp useless in my opinion.
Don't forget to vote for dragonrealms:
http://www.topmudsites.com/vote-DragonRealms.html
Don't forget to vote for dragonrealms:
http://www.topmudsites.com/vote-DragonRealms.html
SHADOW7988
Re: Why is thrown so inaccurate?
01/08/2015 10:55 PM CST
Piggy backing off the distance verb, another verb scramble.
Keeps you on the move, somewhat like dodge and weave, erratic movements hard to keep you in close at melee. So that your at pole-range. Again a tactical maneuver, but more for use with ranged weapons, like if you only have one of the bow type weapons, or heavy thrown (I think heavy thrown can't be thrown offhand).
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Keeps you on the move, somewhat like dodge and weave, erratic movements hard to keep you in close at melee. So that your at pole-range. Again a tactical maneuver, but more for use with ranged weapons, like if you only have one of the bow type weapons, or heavy thrown (I think heavy thrown can't be thrown offhand).
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
DR-KODIUS
Re: Why is thrown so inaccurate?
01/09/2015 08:09 PM CST
I've been considering a few new maneuvers (that have cooldowns) to affect position. RUSH was approved as a get to melee instantly and (I think) prevent retreating for a short time. HANGBACK could be changed to HANGBACK MISSILE or HANGBACK POLE, and prevent advancing past that distance until the effect wore off.
Not sure how they'd interact together. Perhaps disallow a RUSH while a HANGBACK was in effect and vice versa.
In PvE it would give you a periodic range advantage. In PvP it'd give you one more trick to employ during the confrontation. I could also find a way to have it be more effective against critters and less effective versus players.
Ultimately I'd love to tweak fatigue and have it fuel maneuvers and situation modifiers like this. Right now it works as a poor limiter of low-circle weapon round times and a poor defensive penalty... simply, I'd be interested what it would look like to see 5% fatigue in combat become the norm (due to folks using their abilities) and remove the penalties associated with low fatigue. Instead, "tired/exhausted" would be a condition that can occur after prolonged exertion or via an effect...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Not sure how they'd interact together. Perhaps disallow a RUSH while a HANGBACK was in effect and vice versa.
In PvE it would give you a periodic range advantage. In PvP it'd give you one more trick to employ during the confrontation. I could also find a way to have it be more effective against critters and less effective versus players.
Ultimately I'd love to tweak fatigue and have it fuel maneuvers and situation modifiers like this. Right now it works as a poor limiter of low-circle weapon round times and a poor defensive penalty... simply, I'd be interested what it would look like to see 5% fatigue in combat become the norm (due to folks using their abilities) and remove the penalties associated with low fatigue. Instead, "tired/exhausted" would be a condition that can occur after prolonged exertion or via an effect...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
CARAAMON
Re: Why is thrown so inaccurate?
01/09/2015 08:32 PM CST
I like the ideas of RUSH and HANGBACK, and I especially like the idea of Fatigue as mana for mundane maneuvers and attacks (Tog power!) but I worry if it's a percent system it would negate the benefit of having high stamina.
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DISCOTEQ21
Re: Why is thrown so inaccurate?
01/09/2015 09:08 PM CST
A lot of pvp is retreat retreat east, wait, throw aim attack run throw retreat retreat run around....
chase after person, they hit you, retreat west, running around more, retreat throw, hide.... (yes this is oversimplified quite a bit)
basically its chaotic when done right...
I just don't see how, hangback pole or whatever is actually feasibly implemented unless you are talking about a spar that has strict ground rules before hand. Like "we shall fight to the death and stay in the same room the whole time."
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chase after person, they hit you, retreat west, running around more, retreat throw, hide.... (yes this is oversimplified quite a bit)
basically its chaotic when done right...
I just don't see how, hangback pole or whatever is actually feasibly implemented unless you are talking about a spar that has strict ground rules before hand. Like "we shall fight to the death and stay in the same room the whole time."
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DR-KODIUS
Re: Why is thrown so inaccurate?
01/10/2015 05:33 PM CST
Yes, leaving the room during PvP is prime cause of unbalance. The ability to prevent your opponent from escaping during engagement is one of the goals of a future combat expansion.
But it needs to be handled carefully. One rewrite idea I've tossed around for PvP ONLY, is -
You and another player are in the room together. Either can leave at any time.
One player advances on another and both players' counters go to 1. Player A tries to go West, and has a 1-second pause before the move occurs.
If pole range is reached, the counter increases to 2. You can retreat to missile, acquire the OF penalty, then must spend 2 seconds leaving.
If melee range is reached, the counter increases to 3. You can retreat to missile, acquire the OF penalty, then must spend 3 seconds leaving.
Every attack/offensive spell increases the counter by 1. Counters over 5 prevent leaving the room entirely. Certain maneuvers will be able to influence this counter up or down. The counter will decrease for every few seconds spent not attacking or using magic.
While under the effect of a counter, moving rooms costs fatigue in addition to the time-delay before moving. The more counters, the more fatigue.
Having a high counter value will also make retreating more difficult. Players can always choose to FLEE to disengage and reset their counters. This is obviously not very easy and can be interrupted and will leave the escapee exhausted - but it is an acceptable method to try if all hope is lost.
A system such as this would solve a few issues. Once two parties were engaged and have traded a few blows/spells - leaving the room becomes impossible without the use of a spell or FLEE, or waiting for the counters to wear off.
However, people caught unaware or not wanting to fight, can attempt to retreat/leave without too much of an issue. It is harder than it is currently but not overly so.
People walking into a room and taking a potshot at someone will be locked there, giving the enemy time to retaliate. This might be a RUSH to melee followed by some blows. It might be hanging back themselves to stay at pole range while they mount a defense.
One question I do have.. is currently after attacking you cannot leave the area for 4 or 5 seconds. Is this not working? Or is it not long enough to make a difference?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
But it needs to be handled carefully. One rewrite idea I've tossed around for PvP ONLY, is -
You and another player are in the room together. Either can leave at any time.
One player advances on another and both players' counters go to 1. Player A tries to go West, and has a 1-second pause before the move occurs.
If pole range is reached, the counter increases to 2. You can retreat to missile, acquire the OF penalty, then must spend 2 seconds leaving.
If melee range is reached, the counter increases to 3. You can retreat to missile, acquire the OF penalty, then must spend 3 seconds leaving.
Every attack/offensive spell increases the counter by 1. Counters over 5 prevent leaving the room entirely. Certain maneuvers will be able to influence this counter up or down. The counter will decrease for every few seconds spent not attacking or using magic.
While under the effect of a counter, moving rooms costs fatigue in addition to the time-delay before moving. The more counters, the more fatigue.
Having a high counter value will also make retreating more difficult. Players can always choose to FLEE to disengage and reset their counters. This is obviously not very easy and can be interrupted and will leave the escapee exhausted - but it is an acceptable method to try if all hope is lost.
A system such as this would solve a few issues. Once two parties were engaged and have traded a few blows/spells - leaving the room becomes impossible without the use of a spell or FLEE, or waiting for the counters to wear off.
However, people caught unaware or not wanting to fight, can attempt to retreat/leave without too much of an issue. It is harder than it is currently but not overly so.
People walking into a room and taking a potshot at someone will be locked there, giving the enemy time to retaliate. This might be a RUSH to melee followed by some blows. It might be hanging back themselves to stay at pole range while they mount a defense.
One question I do have.. is currently after attacking you cannot leave the area for 4 or 5 seconds. Is this not working? Or is it not long enough to make a difference?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
SHADOW7988
Re: Why is thrown so inaccurate?
01/10/2015 05:56 PM CST
>One question I do have.. is currently after attacking you cannot leave the area for 4 or 5 seconds. Is this not working? Or is it not long enough to make a difference?
Part of this is live? I haven't gone to spars for a while...
Other then that, if that's all doable seems like alot of cool measures (and hopefully will be able to be augmented in different maneuvers and tactical situations and actions).
On the other side will this affect Invasion style GMPCs, it seems like it would since they are special types of PCs from my POV, nut just like clarification.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Part of this is live? I haven't gone to spars for a while...
Other then that, if that's all doable seems like alot of cool measures (and hopefully will be able to be augmented in different maneuvers and tactical situations and actions).
On the other side will this affect Invasion style GMPCs, it seems like it would since they are special types of PCs from my POV, nut just like clarification.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
DISCOTEQ21
Re: Why is thrown so inaccurate?
01/10/2015 06:13 PM CST
The 4-5 seconds only happens with thrown.
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NINEVAH1
Re: Why is thrown so inaccurate?
01/10/2015 06:54 PM CST
>>The 4-5 seconds only happens with thrown.
Works with bows too.
Your attempt is slightly hindered by your small shield.
< Apparently without direction or thought, you fire a razor-edged arrow at XXXXX. XXXXX evades.
The razor-edged arrow lands nearby!
[You're solidly balanced with no advantage.]
[Roundtime 1 sec.]
> se
You're still recovering from your recent attack.
From the side of the person being kept from moving, it feels long enough.
Works with bows too.
Your attempt is slightly hindered by your small shield.
< Apparently without direction or thought, you fire a razor-edged arrow at XXXXX. XXXXX evades.
The razor-edged arrow lands nearby!
[You're solidly balanced with no advantage.]
[Roundtime 1 sec.]
> se
You're still recovering from your recent attack.
From the side of the person being kept from moving, it feels long enough.
SHADOWCHIEF3
Re: Why is thrown so inaccurate?
01/11/2015 11:38 AM CST
On the topic of maneuvers, how come there is no thrown maneuver?
DR-KODIUS
Re: Why is thrown so inaccurate?
01/11/2015 12:43 PM CST
Just haven't gotten around to it yet. Any suggestions on a name for the charged thrown maneuver?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ILLIENA
Re: Why is thrown so inaccurate?
01/11/2015 01:05 PM CST
> Any suggestions on a name for the charged thrown maneuver?
Toss, wing, heave, pitch, fling.
Toss, wing, heave, pitch, fling.
HOLYELF
Re: Why is thrown so inaccurate?
01/11/2015 01:05 PM CST
I'd love to see a doublethrow.
Scholars write history in books; Warriors write it in blood.
Scholars write history in books; Warriors write it in blood.
ROBERTDH
Re: Why is thrown so inaccurate?
01/11/2015 02:44 PM CST
> Any suggestions on a name for the charged thrown maneuver?
Windup? That might just be silly.
>Forgive my snark, but welcome to the life of a warrior mage.
Windup? That might just be silly.
>Forgive my snark, but welcome to the life of a warrior mage.
SHADOW7988
Re: Why is thrown so inaccurate?
01/11/2015 03:38 PM CST
Maneuver launch is my suggestion.
Though I too like a two handed thrown maneuver concept.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Though I too like a two handed thrown maneuver concept.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
CARAAMON
Re: Why is thrown so inaccurate?
01/11/2015 05:36 PM CST
HUCK.
Or better yet...
CABER!
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Or better yet...
CABER!
Weapons for Sale:
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Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
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ABSOLON
Re: Why is thrown so inaccurate?
01/12/2015 03:30 AM CST
<<The 4-5 seconds only happens with thrown.
<<Works with bows too.
Also with TM.
> southeast
You're still recovering from your recent cast.
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<<Works with bows too.
Also with TM.
> southeast
You're still recovering from your recent cast.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
DRSCOTT
Re: Why is thrown so inaccurate?
01/12/2015 10:47 AM CST
<<<The 4-5 seconds only happens with thrown.
<<Works with bows too.
<Also with TM.
...but not speculate coin! Traders are OP.
speculate coin
You snap a bronze coin at a ship's rat!
A direct hit! The bronze coin smacks the ship's rat dead-on!
The ship's rat is stunned!
Roundtime: 5 sec.
>se
You go southeast.
<<Works with bows too.
<Also with TM.
...but not speculate coin! Traders are OP.
speculate coin
You snap a bronze coin at a ship's rat!
A direct hit! The bronze coin smacks the ship's rat dead-on!
The ship's rat is stunned!
Roundtime: 5 sec.
>se
You go southeast.
NINEVAH1
2DUMBARSE
Re: Why is thrown so inaccurate?
01/12/2015 09:50 PM CST
My perception of the instant retreat issue may be grossly oversimplified, but would halving engagement time and/or adding retreat time in PvP solve that? The PvP counters idea sounds cool. I feel like it may have some strange interactions with certain abilities in the game, though (e.g. shadowstep, whole displacement, etc.).
I don't PvP much anymore, but when I do my biggest issues are not with retreat tactics so much as some of the imbalanced abilities it's used in conjunction with. PvP's also dreadfully slow in an "even match" outside that handful of imbalanced abilities (fingers crossed the barrier nerf fixes this). Right now it's either you have outrageous firepower to take out someone hundreds of ranks above you or you can barely touch someone at level; that sounds boring even for the people with the outrageous firepower.
I don't PvP much anymore, but when I do my biggest issues are not with retreat tactics so much as some of the imbalanced abilities it's used in conjunction with. PvP's also dreadfully slow in an "even match" outside that handful of imbalanced abilities (fingers crossed the barrier nerf fixes this). Right now it's either you have outrageous firepower to take out someone hundreds of ranks above you or you can barely touch someone at level; that sounds boring even for the people with the outrageous firepower.
RCHIGHT
Re: Why is thrown so inaccurate?
01/19/2015 06:11 PM CST
> Any suggestions on a name for the charged thrown maneuver?
How about "catapult"
Rhadyn da Dwarb - Blood for fire!
How about "catapult"
Rhadyn da Dwarb - Blood for fire!
GORTEOUS
Re: Why is thrown so inaccurate?
01/26/2015 11:28 PM CST
>> Any suggestions on a name for the charged thrown maneuver?
chuck
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
chuck
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
DRSCOTT
Re: Why is thrown so inaccurate?
01/29/2015 02:13 PM CST
I'd love to see an entangle maneuver using a bola.
Perhaps a spear maneuver could target the leg and cause the enemy to trip if the spear impales their leg?
Perhaps a spear maneuver could target the leg and cause the enemy to trip if the spear impales their leg?
SHADOW7988
Re: Why is thrown so inaccurate?
01/29/2015 08:16 PM CST
I'd love this style of thing to be part of tactical weapon using, totally able to be done by empaths to anything and anyone else who wants to use tactics skill for something else neat besides shove (and whatever else it does).
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.